I think it looks somehow kind of professional if the app shows a little loading-screen at start. Of course this only makes sence if you really have things to load there.Es sieht doch irgendwie professionell aus, wenn die App beim Starten einen kleinen Ladebildschirm anzeigt. Sinnvoll ist das natürlich nur, wenn man auch Daten hat, die man vorher laden kann und die in der ganzen App gebraucht werden.
If we put all our image into one big texture, we’ll need that all the time. Such things we can preload at the beginning.
In Libgdx there is a class called AssetManager for this. We create an object of this in our Game-class so that we can access it from all screens.
As well I added a new Screen called LoadingScreen.

The assets should be loaded asynchronly while our screen is displayed. Therefore we have to call the method assets.update() in the render()-method. This method as well tells us, when the assets have finished loading.

if(game.assets.update()){
// all the assets are loaded
game.setScreen(new SplashScreen(game));
}

If you want to access your textures, etc. in the other screens you can get them with assets.get():

I am a fan of your articls nowadays…
I thank you for all of these stuffs

In LoadingScreen … All the stuffs are mixed up while loading progress bar processing…
So, my idea is now to just clear screen first in the render method in the file like below
@Override
public void render(float delta) {
//clears the buffer
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
….rest of codes
thanks